The first iteration of the character was completely movement based, her animations only responded to your movement, and ignored any firing or reloading actions. Also, the actual walking animations did not blend together very well:
For the next iteration of the witch, I created run cycles for the legs, and shoot and reload cycles for the upper body.
First, I created the run cycles the same way, freezing all motion above the pelvis. Here's the forward run as an example:
Next I made the shooting and reloading animations, but this time I also made a walking-with-weapon animation. Here are the animations for a couple of the guns:
As you can probably see, there are still a few flaws here I have yet to fix, but it addresses most of the major issues I was concerned about. I'd like to see if I can figure out a good way to add some forward and back spine motion and compensate for that in the shoulders.